The big bucket of artsy stuff.
Yesterday I dug deep into our artists Trello boards, and came out with a whole bunch of concept art and render of our assets and our work pipeline. So this post willl be much shorter on text, but you'll get to see how the sausage gets made at Pigasus Games - these are the actual images that we pass back and forth to get things done in a daily basis, I only cropped and adapted them to fit in a small column view.
Behold, the Village
The first one is my favorite - it shows the entire progress of the village level, from it's very humble and ugly beginnings, up to a perspective view of what the center square should look like, and a big bucket of images listing every asset every building should have. We just finished this one last week. I detailed how this process works out in Update #1.
We are still finishing some of the needed models, but in a future post in the near future, I'm planning on capturing a video of myself creating that very same center square you see at the fourth image here, to show how easy and fast it is to create great looking levels with the Adventurezator.
Behold, the asset bundle
The next one is one level down, detailing what happens with each of those small boxes on the image above, and shows our work on a bunch of assets for a given setting. For every level that has a new setting, we start by listing what objects we'll need there, both for gameplay elements and for proper look & feel. Then our Concept Artist creates rough concepts (which I didn't find so they aren't here), which we then bounce around a bit and I decide if anything gets cut, added, or changed. Then they get polished into what you see at the first image. Our 3D artist then gets to modeling, texturing and mapping them, and the result is what you see at the last image.
Of course, we then need to add it to the list of stuff available to use in the level editor, and finally program new behaviors and interactions that any objects might have added. That last part is my job as the programmer, but I also have my fingers everywhere in the process as the project lead - I'm a "pixel perfect boss".
Behold, some Actors
Here we have the concepts for the female human, as well as the rendering of the child human. To help keep our development costs low, we used the same model for the child, which can look like either a boy or a girl with the proper clothing and hair customizations available in the Actor Creator:
And here's a random assortment of more pretty-looking artsy stuff, because why the hell not?
. <-- I'm putting these dots here because if there is nothing between two images here, kickstarter will never ever allow me to put my cursor there ever again. So there you go. A dot! Go nuts.
I hope you enjoyed it. Stay tuned for the one where I timelapse the creation of the village level, thereby closing the level creation loop.
As always, please help us share our project wherever you can. The response and conversion rates of everyone that comes here and see our project has been tremendous, but actually bringing those eyeballs to this page to see what we are doing is reeeeeealy hard.
It looks like it's gonna be a photo finish, so we really need every bit of help to get those eyeballs here.
I'd like to thank Al Lowe, one of the creators of the adventure genre, for backing this project and saying nice things about us! Thanks Al! And if you haven't already, be sure to grab his new remake of Larry 1 on your digital game store of choice - it's great stuff!
I'd also like to thank my dad for helping me move the office today - I'll post more about it in another update. Thanks dad! I love you man!